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New HeroClix Rules!

We’ve been mostly dormant over the summer (THANKS, BURGLARS) but Heroclixin’ still lives. And now there’s new rules to digest. Here’s a glance at what’s better, what’s worse: (plus EDITs from errata not even a week later — or stuff I overlooked the first time)

SPEED POWERS

FLURRY: No change. EDIT: Actually, it gets a minor nerf with it not working with object attacks.

HYPERSONIC SPEED: Nerfed as hell to not work with objects or carry passengers, and requires breakaway after the attack. Got a mild boost to work against Plasticity and move through characters and passive +2 breakaway.

STEALTH: No change, but mildly nerfed by only heavy objects providing cover.

RUNNING SHOT: No change.

ATTACK POWERS

BLADES/CLAWS/FANGS: Boosted to minimum result of -1 printed damage.

ENERGY EXPLOSION: Nerfed to no longer combo with RANGE or deal “arrow damage”. Boosted to always deal 2 to all targets and pretty much get around Mastermind.

PULSE WAVE: Boosted to ignore DV boosts fromoutside the wave.

QUAKE: Boosted to deal normal damage to single target. Nerfed to no longer auto-knockback 2 squares.

SUPER STRENGTH: Boosted to deal auto-knockback in melee and increased range on thrown heavy objects. Nerfed in that object attacks don’t combo with most melee powers.